Ejemplo n.º 1
0
        private void BuildPolygonPrimitives(TestVectors testVectors, TestVectorsFeature2D feature, double z, List <PolygonTriangulator.Triangle> triangleList, List <PolygonTriangulator.Vertex> vertexList)
        {
            //  Allocate data vertices for each triangulation vertex.

            ITable <TestVectorsVertex> vertexTable = testVectors.VertexTable;

            IRowCollectionReadOnly <TestVectorsVertex> dataVertices = vertexTable.AllocateMany(vertexList.Count);

            for (int vertexNum = 0; vertexNum < vertexList.Count; ++vertexNum)
            {
                PolygonTriangulator.Vertex vertex     = vertexList[vertexNum];
                TestVectorsVertex          dataVertex = dataVertices[vertexNum];
                dataVertex.X = vertex.X;
                dataVertex.Y = vertex.Y;
                dataVertex.Z = z;
            }



            //  Now allocate primitives and hook them up to the vertices.

            IPrimitiveBuilder2DList <TestVectorsFeature2D, TestVectorsPrimitive2D, TestVectorsVertex> primitiveBuilder = testVectors.VectorSet2D.CreatePrimitiveBuilderList(feature);

            foreach (PolygonTriangulator.Triangle triangle in triangleList)
            {
                primitiveBuilder.CreatePrimitive(dataVertices[triangle.VertexO.InternalId], dataVertices[triangle.VertexD.InternalId], dataVertices[triangle.VertexA.InternalId]);
            }
        }
Ejemplo n.º 2
0
        public IDataset Execute(IApplication application)
        {
            IDataset dataSet = application.CreateDataset("Polygon test");

            TestVectors testVectors = dataSet.CreateVectorSetGroup <TestVectors>("Polygons");

            PolygonTriangulator polygonTriangulator = new PolygonTriangulator();

            Random random = new Random(0);

            List <List <PolygonTriangulator.Vertex> > intersectionContourList = new List <List <PolygonTriangulator.Vertex> >();

            ITable <TestVectorsFeature2D> featureTable = testVectors.VectorSet2D.FeatureTable;

            TestVectorsFeature2D intersectionPolygonFeature = featureTable.AllocateOne();

            intersectionPolygonFeature.ID = intersectionPolygonFeature.RowIndex;

            foreach (TestVectorsFeature2D polygonFeature in featureTable.AllocateMany((int)PolygonCount.Value))
            {
                polygonFeature.ID = polygonFeature.RowIndex;
                List <PolygonTriangulator.Vertex> contour             = new List <PolygonTriangulator.Vertex>();
                List <PolygonTriangulator.Vertex> intersectionContour = new List <PolygonTriangulator.Vertex>();

                double centreX = random.NextDouble() * 100.0 - 50.0;
                double centreY = random.NextDouble() * 80.0 - 40.0;
                double radiusX = random.NextDouble() * 28.0 + 4.0;
                double radiusY = random.NextDouble() * 28.0 + 4.0;
                double z       = (double)(polygonFeature.RowIndex - 1) / (double)PolygonCount.Value * 5.0 + 1.0;

                int vertexCount = 160;

                for (int vertexNum = 0; vertexNum < vertexCount; ++vertexNum)
                {
                    double angle       = (double)vertexNum / (double)vertexCount * Math.PI * 2.0;
                    double radiusScale = random.NextDouble() * 0.0 + 1.0;

                    double x = centreX + radiusX * radiusScale * Math.Cos(angle);
                    double y = centreY + radiusY * radiusScale * Math.Sin(angle);

                    contour.Add(new PolygonTriangulator.Vertex(-1, x, y));
                    intersectionContour.Add(new PolygonTriangulator.Vertex(-1, x, y));
                }

                List <List <PolygonTriangulator.Vertex> > contourList = new List <List <PolygonTriangulator.Vertex> >();
                contourList.Add(contour);

                intersectionContourList.Add(intersectionContour);

                List <PolygonTriangulator.Triangle> triangleList;
                List <PolygonTriangulator.Vertex>   vertexList;
                polygonTriangulator.Tesselate(contourList, PolygonTriangulator.WindingRule.Odd, out triangleList, out vertexList);

                BuildPolygonPrimitives(testVectors, polygonFeature, z, triangleList, vertexList);
            }


            List <List <PolygonTriangulator.Vertex> > simplifiedContourList;

            polygonTriangulator.Simplify(intersectionContourList, PolygonTriangulator.WindingRule.Odd, out simplifiedContourList);

            List <PolygonTriangulator.Triangle> intersectionTriangleList;
            List <PolygonTriangulator.Vertex>   intersectionVertexList;

            polygonTriangulator.Tesselate(simplifiedContourList, PolygonTriangulator.WindingRule.Positive, out intersectionTriangleList, out intersectionVertexList);

            BuildPolygonPrimitives(testVectors, intersectionPolygonFeature, 0.0, intersectionTriangleList, intersectionVertexList);

            return(dataSet);
        }